More Anything Goes

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Computer +1
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Re: More Anything Goes

#301 Post by Computer +1 »

HIt points updgrade:

[1d10] = 8+3 (con bonus) = 11 !!
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Re: More Anything Goes

#302 Post by onlyme »

Computer +1 wrote:HIt points updgrade:

[1d10] = 8+3 (con bonus) = 11 !!

Oh I see... using up good rolls on yourself...
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Re: More Anything Goes

#303 Post by Rukellian »

dmw71 wrote:
Rukellian wrote:My character can memorize a new spell yes? Let me look one up for him and I will get back to you shortly on it.
I know this was questioned earlier, and I meant to look into this, but forgot.

Per my rules (see: 03h. Magic-User)
"Starting Spells
Each Magic-User character will begin the game with a spell book containing either five spells 1st-level spells, or four 1st-level spells plus cantrips. The DM will assign three of these spells to the player (automatically known). The remaining two will be spells of the players' choosing, but these chosen spells are subject to the 'Chance to Know Each Listed Spell' percentage for the characters Intelligence.

Note: 'Read Magic' is not a spell, but an ability, and all Magic-User characters have the ability to read magical writing, per the spell, at will."


---

So, while the caster has up to five 1st-level spells available to them in their starting spell book, the number of spells a magic user can memorize (and cast) per day is limited to the amount found on the Wizard Spell Progression table, and is determined by their level.

At 1st-level, a single spell can be memorized and cast.
At 2nd-level, a second 1st-level spell can be memorized and cast.
Etc...

The one "tweak" to this is that I made 'Read Magic' an at-will ability and not a spell.

Rukellian, I honestly can't remember now if we ever did formalize a starting spell list and spell book. If not, let me know and we will get that corrected.
I think what happened earlier was that I presented you with a spellbook wishlist of sorts, and you okayed most of the spells. They were Light, Burning Hands, Enlarge, and Spider Climb. Being an alteration specialist, my character had some extra copies of some of the spells in his book. Not exactly sure how that translates though when dealing with your house rules. If the way I have my spellbook set up is too conflicting, I would be open to redesigning his known spells using your system more closely. In fact, I wouldn't mind swapping out a spell or two anyways, but again, I won't complain too much if what I typed is set in stone. I'm just more confused about how to handle the specialist's bonus spells in your current house rule system. Will they be part of the beginning five, or will they be actual bonus spells, spells added on top of the starting 5?
Last edited by Rukellian on Thu Oct 17, 2013 12:44 am, edited 1 time in total.
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Re: More Anything Goes

#304 Post by Alethan »

Computer +1 wrote:HIt points updgrade:

[1d10] = 8+3 (con bonus) = 11 !!
Very nice! Is this Strom's big comeback?

Also, you're good for a few more rounds, now! ;)
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Re: More Anything Goes

#305 Post by Computer +1 »

onlyme wrote:
Computer +1 wrote:HIt points updgrade:

[1d10] = 8+3 (con bonus) = 11 !!

Oh I see... using up good rolls on yourself...
Hahaha! Well now its time to spend all those points fighting spiders!
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Re: More Anything Goes

#306 Post by dmw71 »

onlyme wrote:Would Ewell get 3rd level perks like +1 to hit Long sword and 3/2 attacks now, or after training?
Not immediately. I won't require any special training or donation, but a solid, uninterrupted night of sleep will be the minimum requirement before any new skills like that will take affect.

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Re: More Anything Goes

#307 Post by dmw71 »

Rukellian wrote:I think what happened earlier was that I presented you with a spellbook wishlist of sorts, and you okayed most of the spells. They were Light, Burning Hands, Enlarge, and Spider Climb. Being an alteration specialist, my character had some extra copies of some of the spells in his book. Not exactly sure how that translates though when dealing with your house rules.
I'm honestly not familiar with all the changes made to magic users in 2E. I understand there are specialists now, but I will need to read up on how they work. Let me look into it and you and I can finalize the details. Seeing as how you haven't actually cast a spell yet, I am fine changing your collection up (but would like to stick close to your original chef/alteration design).
Rukellian wrote:If the way I have my spellbook set up is too conflicting, I would be open to redesigning his known spells using your system more closely.
It won't be a problem, no. When I first started to build out the rules for this game (and the classes were one of the first things I addressed since they're what the players could use most quickly), my intent was to make this a 1E game. I was participating as a player in my first ever 2E game (as a magic user, no less) when I started to familiarize myself with the 2E rules and took a liking to them. I kind of adopted 2E as the default ruleset, but had already put in so much work (with a lot more to do) that I never went back and re-wrote or adjusted anything.

In other words, we'll figure it all out.
Rukellian wrote:In fact, I wouldn't mind swapping out a spell or two anyways
This won't be a problem.
Rukellian wrote:I'm just more confused about how to handle the specialist's bonus spells in your current house rule system. Will they be part of the beginning five, or will they be actual bonus spells, spells added on top of the starting 5?
I've never used a specialist before, so I need to look into this. I do remember reading about specialists getting an extra spell from their domain, but the details escape me. Again, we'll iron out the details here soon.

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Re: More Anything Goes

#308 Post by dmw71 »

Computer +1 wrote:HIt points updgrade:

[1d10] = 8+3 (con bonus) = 11 !!
Nice roll. Loadstone may prove his value to the rest of the group yet. ;)

I did notice that your 'Strom' character in the die roller is not linked to this campaign. Can you update him to include campaign ID 81? Thanks!

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Re: More Anything Goes

#309 Post by Computer +1 »

Done, my bad.
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Re: More Anything Goes

#310 Post by dmw71 »

Computer +1 wrote:Done, my bad.
No worries. Thanks for adding it that quickly.

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Re: More Anything Goes

#311 Post by Computer +1 »

Ok a new question, excuse my paladin noobishness.

A paladin has a protection from evil aura, right? So evil enemy attacks at at -2 and I get a bonus to saves as well.
Yet another factor I forgot about.
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Re: More Anything Goes

#312 Post by dmw71 »

Computer +1 wrote:A paladin has a protection from evil aura, right? So evil enemy attacks at at -2 and I get a bonus to saves as well.
Yes... almost.

Check out: http://www.purpleworm.org/rules/

Chapter 3: Player Character Classes > Class Descriptions > Warrior > Paladin > Paladin

A paladin has the following special benefits:
"A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.

A paladin receives a +2 bonus to all saving throws.

A paladin is immune to all forms of disease. (Note that certain magical afflictions --lycanthropy and mummy rot --are curses and not diseases.)

A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.

A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience (once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).

A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.

A paladin using a holy sword projects a circle of power 10 feet in diameter when the sword is unsheathed and held. This power dispels hostile magic of a level up to the paladin's experience level. (A holy sword is a very special weapon; if your paladin acquires one, the DM will explain its other powers.) See Sword, +5 Holy Avenger

A paladin gains the power to turn undead and fiends when he reaches 3rd level. He affects these monsters the same as does a cleric two levels lower--for example, at 3rd level he has the turning power of a 1st-level cleric. See the section on priests for more details on this ability.

A paladin may call for his war horse upon reaching 4th level, or anytime thereafter. This faithful steed need not be a horse; it may be whatever sort of creature is appropriate to the character (as decided by the DM). A paladin's war horse is a very special animal, bonded by fate to the warrior. The paladin does not really “call” the animal, nor does the horse instantly appear in front of him. Rather, the character must find his war horse in some memorable way, most frequently by a specific quest.

A paladin can cast priest spells once he reaches 9th level. He can cast only spells of the combat, divination, healing, and protective spheres. (Spheres are explained in the Priest section.) The acquisition and casting of these spells abide by the rules given for priests.

The spell progression and casting level are listed in Table 17. Unlike a priest, the paladin does not gain extra spells for a high Wisdom score. The paladin cannot cast spells from clerical or druidical scrolls nor can he use priest items unless they are allowed to the warrior group.

A paladin may not possess more than 10 magical items. Furthermore, these may not exceed one suit of armor, one shield, four weapons (arrows and bolts are not counted), and four other magical items.

A paladin never retains wealth. He may keep only enough treasure to support himself in a modest manner, pay his henchmen, men-at-arms, and servitors a reasonable rate, and to construct or maintain a small castle or keep (funds can be set aside for this purpose). All excess must be donated to the church or another worthy cause. This money can never be given to another player character or NPC controlled by a player.

A paladin must tithe to whatever charitable, religious institution of lawful good alignment he serves. A tithe is 10% of the paladin's income, whether coins, jewels, magical items, wages, rewards, or taxes. It must be paid immediately.

A paladin does not attract a body of followers upon reaching 9th level or building a castle. However, he can still hire soldiers and specialists, although these men must be lawful good in comportment.

A paladin may employ only lawful good henchmen (or those who act in such a manner when alignment is unknown). A paladin will cooperate with characters of other alignments only as long as they behave themselves. He will try to show them the proper way to live through both word and deed. The paladin realizes that most people simply cannot maintain his high standards. Even thieves can be tolerated, provided they are not evil and are sincerely trying to reform. He will not abide the company of those who commit evil or unrighteous acts. Stealth in the cause of good is acceptable, though only as a last resort."

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Re: More Anything Goes

#313 Post by saalaria »

dmw71 wrote:
onlyme wrote:Would Ewell get 3rd level perks like +1 to hit Long sword and 3/2 attacks now, or after training?
Not immediately. I won't require any special training or donation, but a solid, uninterrupted night of sleep will be the minimum requirement before any new skills like that will take affect.
Woah woah - what? Isn't this a change to the rules? What about us who are still waiting to train to get full benefit of levelling as per previous discussions on this subject? If it isn't a change can you explain how you are deciding what is gained and what isn't? Thanks
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Re: More Anything Goes

#314 Post by Alethan »

Computer +1 wrote:Strom growls at Ewell Don't be a fool! I will see to the others, withdraw and make sure the path out is clear.
The phrase is actually, "Fly, you fools!"

http://www.youtube.com/watch?v=meOCdyS7ORE
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Re: More Anything Goes

#315 Post by dmw71 »

ravenn4544 wrote:Hit Point Adjustment [1d8+2] = 1+2 = 3

I noticed I had +3hp/level on my char sheet but think that needs to be corrected to +2. Adjusted the displayed results above vs. what is in the die roller to reflect. Correct me if I'm wrong! Overall hps would need to be adjusted accordingly.
With a 16 constitution, your hit point bonus is correctly +3. When you roll a 1 for new hit points, the cleric minimum is 2.

2+3 = +5 hit points minimum

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Re: More Anything Goes

#316 Post by Computer +1 »

Alethan wrote:
Computer +1 wrote:Strom growls at Ewell Don't be a fool! I will see to the others, withdraw and make sure the path out is clear.
The phrase is actually, "Fly, you fools!"

http://www.youtube.com/watch?v=meOCdyS7ORE
Ummmmm Don't compare Strom to Gandalf, Strom isn't going to get a major power upgrade if he dies.

OR IS HE!! :shock:
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Re: More Anything Goes

#317 Post by tooleychris »

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Re: More Anything Goes

#318 Post by ravenn4544 »

Thanks Dave.

Anyone have a link to where the funny D&D cartoons come from, btw? :)
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Re: More Anything Goes

#319 Post by dmw71 »

saalaria wrote:Woah woah - what? Isn't this a change to the rules? What about us who are still waiting to train to get full benefit of levelling as per previous discussions on this subject? If it isn't a change can you explain how you are deciding what is gained and what isn't? Thanks
I'm learning as we go that sometimes what I thought would be a clever idea when planning this game really does not play out very well in reality; at least not in a play-by-post game. Answer me this:

Has the group had a nights rest since Kaltar reached 3rd level?


Kaltar became third level here: viewtopic.php?p=46999#p46999

Since that post, the group went to the temple, visited the town Mayor, split up briefly while Gwillt and Shannigans tracked the trogs and a few other things before heading out to clear out the troglodyte lair. Unless I missed something (which I don't think I did), there has not been a night of rest since earning the necessary experience.

Having said that, I have made the following two updates to existing house rules, both effective immediately:

08. Critical Hits and Misses
11. Training Costs

Also, as the absence of training costs was a perk normally exclusive to the barbarian class, I have also decided to adjust the amount of experience points they require in order to level. Their new requirements will be double that of a ranger or a paladin, as found on the 'Warrior Experience Levels' table.


Feel free to discuss, question, or otherwise share any thoughts on these changes or anything else here.

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Re: More Anything Goes

#320 Post by Alethan »

So, just to clarify...

1. We don't get the additional hit points for a new level until after the 6 hours rest? Is this going forward from RIGHT NOW? Or is this applicable to the XP update from yesterday that caused several people to move up in level (and get more hit points, thus bringing them back from the brink of death)?

2. What about weapon proficiency development? Automatic upon obtaining the appropriate level? Or... something different? (Personally, I'm fine, either way. I think using skills is a great way to become more proficient with them. Use the same weapon enough for the first three levels and why shouldn't a fighter-class become more proficient with that weapon by 4th level? Use your tracking skills several times during 2nd level? Yep, they get a little bit better when you get to 3rd.)

3. If an attack roll is a 1, then there is a base 50% chance the weapon will become damaged, causing the indicated penalties? Is there any way to repair said weapon? If so, what kind of costs might be involved in that?
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